The following page presents the range of projects I have produced over the course of my employment at Rovar Ltd, using Unity and other supplementary software for Models, Materials and Animations.
Select from the menu below to see a specific project, or scroll through this page to see them all.
My role in this project was scene design and lighting, so I began by importing their Sketchup Files into 3D Studio Max, making corrections to the models to allow them to tesselate correctly and import to unity without issues. I then downloaded a few different humanoids from TurboSquid and CGTRader, and rigged them using Mixamo, gave them materials from AmbientCG and applied them in Unity before handover to my programmer colleague.
My role in this project was the animating and exporting of high resolution video for the intro sequence, as well as experimenting and integrating AR Face Filter technology to allow users to see themselves in the space suits present in the experience. Children could launch into space, enter and exit the airlock and see the earth from space in a stage by stage cinematic AR Face filter experience. They can also photograph themselves at any stage of the experience using a system provided by one of my colleagues.
The artboards and their interaction was provided by my colleagues once the project they were made for was completed. From here, my task was to make a child friendly and engaging composition for each of the subjects. I 3D modelled most of the assets, made shaders and materials, applied lighting and a system for navigating and selecting different artboards before making the final builds for IOS and Android.
I 3D modelled every object in the scene, in as low a poly count as possible as the scene would later be populated with additional larger, more complex and higher poly assets. I was tasked with making it as realistic but efficient as possible so as to not sacrifice on frame rate, stability and realism where possible. From here, I applied and baked lighting, designed the scene based on reference imagery, and tested it as well as different transitions and intro sequences to present the space.